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Saga Edition

Conversion Guide
GARY M. SARLI
Ultimately, the best way to start a campaign for the new Saga Edition of
Design Gary M. Sarli the Star Wars Roleplaying Game is by generating new characters.
However, many players will want to transfer characters from the
previous version of the rules outlined in the Revised Core Rulebook.
Editing Ray Vallese These guidelines are designed to help you convert characters, equipment,
and other mechanics from the previous version into the new rules.
Throughout the process, remember that conversion from one game
Typesetting Ray Vallese, Gary M. Sarli system to another is by definition an inexact science. Though the
guidelines provide a foundation for conversion, they can't be exhaustive,
nor are they perfect. You'll see a lot of vague references to
Production Erik Olsen approximation, estimates, and “starting points.” You and your
Gamemaster should work together to ensure that the spirit of your
character is preserved during the process, even if the numbers don't
Lucas Licensing Editors Leland Chee, Frank Parisi always add up the same.

Design Manager Christopher Perkins


The Basics
There have been a few simple changes to basic mechanics that apply to
virtually every character in the game.
Hit Points: For heroic characters, hit points are equal to vitality
Director of RPG R&D Bill Slavicsek points, but add twice your maximum vitality points from your class at
1st level to your total. For example, a soldier 5/noble 3 would add 20 hit
points to his total; his class at first level has d10 vitality, and twice the
maximum (10 vitality points) yields +20 hit points.
For nonheroic characters, hit points are 1d4 + Con modifier per level
(an average of 2.5 hit points + Con modifier per level, rounded down).
Defenses: Your Reflex, Fortitude, and Will Defense scores are
calculated with a new method. Each defense score has a value of 10 +
heroic level (or armor bonus, if any) + relevant ability modifier + best
2 class defense bonus + size modifier (if any). See the Saga Edition
rulebook, page 36, for a list of class defense bonuses, and see each
prestige class description for their individual class defense bonuses.
Damage Threshold: Your damage threshold is equal to your Fortitude
Defense unless you are greater than Medium size (see Creatures, page 15
of this document) or you have a talent, feat, or class feature that
increases it.

Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by
Bill Slavicsek, Andy Collins, and JD Wiker, the original DUNGEONS & DRAGONS® rules created Species
by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
For the most part, species from the previous rules are playable in the
new rules. The primary changes you’ll need to make are outlined below.
This Wizards of the Coast game product contains no Open Game Content. No portion of this work
may be reproduced in any form without written permission. To learn more about the Open Gaming As always, compare the new species to existing species in the Saga
License and the d20 System License, please visit www.wizards.com/d20.
Edition rulebook to see if your conversion is significantly better or worse
U.S., CANADA, ASIA, GREAT BRITAIN EUROPE than those species, making adjustments as you see fit. Species that
PACIFIC, & LATIN AMERICA HASBRO UK LTD WIZARDS OF THE COAST, BELGIUM
WIZARDS OF THE COAST, INC. CASWELL WAY ’T HOFVELD 6D originally appeared in the Revised Core Rulebook but not in the Saga
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RENTON, WA 98057-0707
NEWPORT, GWENT NP9 0YH
GREAT BRITAIN
1702 GROOT-BIJGAARDEN
BELGIUM Edition rulebook are outlined in Table 1: Species. For others, follow the
QUESTIONS? 1-800-324-6496 PLEASE KEEP THIS ADDRESS +32 2 467 3360 guidelines below.
FOR YOUR RECORDS
Speed: Your new speed (in 1.5-meter squares) is determined by your
old speed (in meters), as shown in the chart below.

OLD SPEED NEW SPEED


18–20 meters 10 squares
14–16 meters 8 squares
10–12 meters 6 squares
©2007 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED.
USED UNDER AUTHORIZATION. 6–8 meters 4 squares
DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are
trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected
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under the copyright laws of the United States of America. Any reproduction or unauthorized
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of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental. Printed in the U.S.A.
Table 1: Species
SPECIES SPECIES TRAITS
Geonosian +2 Str, –2 Int, –2 Wis, –2 Cha; speed 6 sq., fly 8 sq.; +1 natural armor; +2 species bonus to Fortitude Defense vs. radiation;
low-light vision; bonus feat: Weapon Proficiency (advanced melee weapons); conditional bonus feat: Skill Focus (Mechanics)
if trained in Mechanics; languages: Geonosian.
Jawa +2 Dex, –2 Str, –2 Cha; Small (+1 Reflex Defense, +5 Stealth); speed 4 sq.; may take 10 on Survival checks in desert terrain,
reroll Mechanics checks when repairing an object, vehicle, or droid; darkvision; languages: Jawa and Jawa Trade Language.
Kaminoan +2 Con, –2 Wis; speed 6 sq.; may take 10 on Survival checks in aquatic terrain, reroll Treat Injury and Knowledge (life
sciences) checks; languages: Kaminoan and Basic.
Noghri +2 Dex, –4 Cha; Small (+1 Reflex Defense, +5 Stealth); speed 6 sq.; scent; primitive; bonus feat: Martial Arts I; reroll Initiative
checks; languages: Honoghran.
Tusken Raider +2 Con, –2 Int, –2 Wis; speed 6 sq.; reroll Stealth and Survival checks; languages: Tusken.

If you have an additional movement type (for example, a climb speed or models of droids, determine the droid's natural ability scores by
a swim speed), convert the speed to squares as described above. Any subtracting the size modifiers by degree and size (Saga Edition rulebook,
species with a climb speed can reroll Climb checks or take 10 even under pages 186–187); discard the droid's original Constitution score, since it
stress, and any species with a swim speed can reroll Swim checks or take is not used in the new rules. Replace these ability scores with 13, 12, 11,
10 even under stress. 10, and 9, from highest to lowest (or 15, 14, 13, 12, and 10 if the droid's
Skills: If the species gains a skill bonus of some sort, replace it with first level is in a heroic class). If two ability scores have the same value,
one of the options outlined below; of these, the “reroll” option is by far you may put the higher score in whichever one you wish. Finally, add the
the most common. Generally, a species shouldn’t have special rules for degree and size modifiers back into the ability scores to determine their
more than two skills. final value.
Reroll: You may reroll a skill check for a given skill, but you must Hit Points and Damage Threshold: If the droid is Large or greater
keep the second result. If the species’ bonus in the previous rules only size, make sure you add the appropriate adjustment to the droid's hit
applied to part of a skill (for example, Intimidation is now just a part of points and damage threshold (see Table 11–2, Saga Edition rulebook,
Persuasion), limit the reroll to a single use of that skill (for example, you page 187).
can reroll only when using Persuasion to intimidate). This is best used for Speed: Determine the droid's speed as shown for species (see above),
a species that is naturally good—or, rather, naturally unlikely to fail— up to the maximum listed for the droid's locomotion system and size 3
with a given skill, whether trained or not. (see Table 11–3, Saga Edition rulebook, page 188).
Conditional Bonus Feat: You gain Skill Focus (skill) if you are trained Unarmed Damage: Replace the droid's unarmed damage with the
in that skill. This is best for skills where the species is best known for appropriate amount for its size and appendages (see Table 11–4, Saga
producing highly skilled experts or professionals in a given field. For Edition rulebook, page 190).
example, Bothans make exceptionally good spies, but they spend a lot of Other Systems and Accessories: Most other systems and accessories
time training to achieve that distinction. In addition, this may be used as should have a clear equivalent in the new rules. When in doubt, compare
a way to further enhance a species’ natural aptitude with a skill that to a droid that has game statistics in both systems (such as an R2
already gets a reroll. For example, Cereans get a reroll and a conditional astromech, a 3PO protocol, or a B1 battle droid).
bonus feat for Initiative.
Take 10 Under Stress: You may take 10 at any time with the skill.
This is usually reserved for Swim and Climb checks when the species has
Classes and
a swim or climb speed, respectively. Prestige Classes
Other Abilities: Most other abilities should have a clear analog. For Classes and prestige classes are substantially changed from their
example, a species that used to gain Iron Will as a bonus feat should previous versions (see Table 2: Classes and Prestige Classes, and Table 3:
instead get a +2 species bonus to its Will Defense. Similarly, a species Class Features). Instead of having predetermined class features that are
with Toughness as a bonus feat should gain either Toughness (if you granted at particular levels, classes and prestige classes in Saga Edition
want them to last a bit longer in a fight) or Improved Damage Threshold have “talents” that can potentially be selected in any order. This
(if you want them to be hard to hurt or kill). Low-light vision and maximizes the degree of customization possible in the new rules, but it
darkvision are kept intact, but make sure you use the versions shown in makes converting an old character somewhat tricky.
Chapter 2: Species. Keep in mind that some classes have been merged with others, and
each class is meant to be very flexible in its scope. Don’t get caught up
Droids on the name of a class; instead, focus on its functionality and role. For
Droids are the one aspect of the new rules that are best converted by example, an officer, business executive, or professor might all be
starting from scratch. Unlike the previous rules, Saga Edition presents a members of the noble class despite having no aristocratic background.
comprehensive system for designing and building new droids, so They are logical members of that class because of their leadership skills
retaining the balance in the new rules can be tricky. Still, if you want to and education.
convert a droid and keep it as close as possible to the previous version,
follow the steps outlined below.
Abilities: For unique, heroic droids (such as one created specifically
for a player character), no adjustment is necessary. For mass-produced
Table 2: Classes and Prestige Classes
OLD CLASS NEW CLASS OR PRESTIGE CLASS
Force adept Scout* and Force adept
Fringer Scout
Jedi consular Jedi and Jedi Knight
Jedi guardian Jedi and Jedi Knight
Noble Noble
Scoundrel Scoundrel**
Scout Scout
Soldier Soldier
Tech specialist Scoundrel
OLD PRESTIGE CLASS NEW CLASS OR PRESTIGE CLASS
Bounty hunter Bounty hunter
Crime lord Crime lord
Dark side devotee Force adept
Dark side marauder Force adept
Elite trooper Elite trooper
Jedi ace Ace pilot
Jedi investigator Jedi and bounty hunter
Jedi master Jedi Master
Officer Officer
Sith acolyte Sith apprentice
Sith Lord Sith Lord
Sith warrior Sith apprentice
4 Starship ace Ace pilot
OLD PROFESSIONAL CLASS NEW CLASS
Diplomat Nonheroic
Expert Nonheroic
Thug Nonheroic
* The Force adept concept can be played with any class, but those that come from isolated worlds (the default for Force adepts in the Revised Core
Rulebook) are most often scouts.
** Many scoundrels are also well adapted to the gunslinger prestige class.

Other Prestige Classes The total of all class defense bonuses should be +6 for most prestige
To convert other prestige classes to the Saga Edition rules, use existing classes. If you went over this amount, reduce class defense bonuses
prestige classes as a starting point for a comparison. A few specific (starting with the lowest) until you reach the right amount. For example,
suggestions are outlined below. if a class had two high and one medium saving throw, this would be +4,
Requirements: Convert skill rank requirements to skill training in the +4, and +2—four points too many. Reducing the lowest class bonus first,
equivalent skill, and add a “Minimum Character Level” requirement equal we’re left with +4 and +4 in the highest two—still two points too many.
to (required skill ranks) – 3. For other requirements, look for an Removing points from them equally yields +3 and +3—a total of six
equivalent talent, feat, or class feature. points.
Hit Points: Prestige classes should grant the same number of hit Class Features: Most class features can be left intact or used with
points at each level as their old versions granted in vitality points. slight adjustments. Note that the new rules generally avoid giving a
Starting Feats: Prestige classes should not have starting feats in the bonus to skill checks. Instead, consider abilities that reduce penalties,
new rules. allow rerolls, or allow the character to take 10 even under stress. As
Defense Bonuses: To figure out a prestige class’s class defense always, look for an existing talent or class feature in the Saga Edition
bonuses, look at the previous progression of Fortitude, Reflex, and Will rules that is close to the previous class feature.
saving throws to determine if they are “high” (starting at +2), “medium”
(starting at +1), or “low” ( starting at +0). Generally, a high bonus should
be +4 in the new rules, a medium bonus should be +2, and a low bonus
should be +0. For example, a prestige class with a good Fortitude save
and a medium Reflex save should have class defense bonuses of +4
Fortitude Defense and +2 Reflex Defense.
Table 3: Class Features
OLD CLASS FEATURE NEW MECHANIC
Fringer
Barter Barter (talent: scout)
Bonus class skill Skill Training (feat)
Bonus feat Bonus feat (scout)
Jury-rig Jury-Rigger (talent: scout)
Survival Fringe Savant (talent: scout)
Force adept
Bonus feats Bonus feat (scout)
Comprehend speech n/a
Force secret Force Secret (feature: Force disciple)
Force talisman Force Talisman (talent: Force adept)
Force training Force Training (feat)
Force weapon Attune Weapon (talent: Force adept), Empower Weapon (talent: Force adept)
Skill emphasis Skill Focus (feat)
Jedi consular
Block Negate energy (Force power) or rebuke (Force power)
Bonus feats Bonus feat (Jedi)
Deflect (attack) Redirect Shot (talent: Jedi)
Deflect (defense) Deflect (talent: Jedi)
Deflect (extend defense and attack) Draw Fire (talent: soldier)
Force training Force Training (feat)
Healing Force Treatment (talent: Force adept)
Increase lightsaber damage n/a 5
Jedi Knight Bonus feat (Jedi)
Skill Emphasis Skill Focus (feat)
Jedi guardian
Block Negate energy (Force power) or rebuke (Force power)
Bonus feats Bonus feat (Jedi)
Deflect (attack) Redirect Shot (talent: Jedi)
Deflect (defense) Deflect (talent: Jedi)
Deflect (extend defense and attack) Draw Fire (talent: soldier)
Force training Force Training (feat)
Increase lightsaber damage n/a
Jedi Knight Bonus feat (Jedi)
Noble
Bonus class skill Skill Training (feat)
Bonus feats Bonus feat (noble)
Coordinate Coordinate (talent: noble)
Favor Connections (talent: noble)
Inspire confidence Inspire Confidence (talent: noble)
Inspire greatness Ignite Fervor (talent: noble)
Resource access Wealth (talent: noble)
Scoundrel
Bonus feats Bonus feat (scoundrel)
Illicit barter n/a
Lucky Knack (talent: scoundrel) or Lucky Shot (talent: scoundrel)
Precise attack Sneak Attack (talent: scoundrel)
Skill Emphasis Skill Focus (feat)
Table 3: Class Features (Cont.)
OLD CLASS FEATURE NEW MECHANIC
Scout
Bonus feats Bonus feat (scout)
Evasion Evasion (talent: scout)
Extreme effort Extreme Effort (talent: scout)
Heart n/a
Skill mastery Acute Senses (talent: scout), Improved Initiative (talent: scout), or Improved Stealth (talent: scout)
Trailblazing Long Stride (talent: scout) or Surefooted (talent: scout)
Uncanny dodge Uncanny Dodge I/II (talent: scout)
Soldier
Bonus feats Bonus feat (soldier)
Tech specialist
Expert Skill Focus (feat)
Instant mastery Skill Training (feat)
Research Trace (talent: scoundrel)
Skill Emphasis Skill Focus (feat)
Tech specialty Tech Specialist (feat)*, Fast Repairs (talent: scoundrel)*, Hot Wire (talent: scoundrel)*, Quick Fix (talent:
scoundrel)*, Personalized Modifications (talent: scoundrel)*, Gimmick (talent: scoundrel), Master Slicer
(talent: scoundrel), Demolitionist (talent: soldier)
OLD PRESTIGE CLASS FEATURE NEW MECHANIC
Bounty hunter
Sneak attack Sneak Attack (talent: scoundrel)
Target bonus Familiar Foe (feature: bounty hunter)

6 Crime lord
Contact Connections (talent: noble)
Exceptional minions Attract Minion (talent: crime lord)
Inspire fear Inspire Fear I/II/III (talent: crime lord)
Minions Attract Minion (talent: crime lord)
Resource access Wealth (talent: noble)
Dark side devotee
Dark side Skill Emphasis Embrace the Dark Side (talent: Force adept)
Dark side talisman Force Talisman (talent: Force adept)
Force training Force Training (feat)
Force weapon Attune Weapon (talent: Force adept) and Empower weapon (talent: Force adept)
Dark side marauder
Bonus feats Bonus feat (soldier)
Force training Force Training (feat)
Elite trooper
Deadly strike Devastating Attack (talent: soldier) and Greater Devastating Attack (talent: elite trooper)
Uncanny dodge Uncanny Dodge I/II (talent: scout)
Weapon Focus Weapon Focus (feat)
Weapon specialization Weapon Specialization (talent: soldier)
Jedi ace
Familiarity Expert Gunner (talent: ace pilot)
Jedi Knight Bonus feat (Jedi)
Starfighter defense Vehicle Dodge (feature: ace pilot)
Starfighter evasion Vehicular Evasion (talent: ace pilot)
Starship focus Force Pilot (talent: Force)
Trust the Force Hyperdriven (talent: scoundrel) or stellar warrior (talent: scoundrel)
Table 3: Class Features (Cont.)
OLD PRESTIGE CLASS FEATURE NEW MECHANIC
Jedi investigator
Bonus feat Bonus feat (Jedi)
Contact Connections (talent: noble)
Deflect (attack) Redirect Shot (talent: Jedi)
Deflect (defense) Deflect (talent: Jedi)
Favor Connections (talent: noble)
Jedi Knight Bonus feat (Jedi)
Profile Nowhere to Hide (talent: bounty hunter)
Target bonus Familiar Foe (feature: bounty hunter)
Jedi Master
Bonus feat Bonus feat (Jedi)
Deflect (attack) Redirect Shot (talent: Jedi)
Deflect (defense) Deflect (talent: Jedi)
Force secret Force Secret (feature: Jedi Master)
Increase lightsaber damage n/a
Officer
Bonus feat Bonus feat (noble or soldier)
Improved tactics Tactical Edge (talent: officer)
Leadership Inspire Confidence (talent: noble)
Requisition supplies Connections (talent: noble)
Tactics Deployment Tactics (talent: officer)
Uncanny survival Shift Defense I/II/III (talent: officer)
Starship ace
Familiarity Expert Gunner (talent: ace pilot)
7
Improved starship evasion Juke (talent: ace pilot)
Starship defense Vehicle Dodge (feature: ace pilot)
Starship evasion Vehicular Evasion (talent: ace pilot)
* See Saga Edition Web Enhancement 1, “The Tech Specialist,” on Wizards of the Coast’s Star Wars Web site.

Skills Feats
Skills have changed substantially in that there are no longer skill ranks, In most cases, feats haven’t changed too much, but feats that provide a
and most skills have been combined into new skills. To convert your bonus to skill checks are an exception. Most of these feats are best
character’s skills, look at the number of ranks in each skill. If you have a realized with the Skill Focus feat. Use Table 5: Feats to determine the
number of ranks equal to at least half your character level, you should equivalent mechanic for all of your character’s feats in the old rules.
probably be trained in the equivalent skill (or possess the talent, feat, or
other mechanic) shown on Table 4: Skills.
If you run out of trained skills (determined by your starting class),
consider taking the Skill Training feat (available as a bonus feat to all
classes). If you have trained skills left over, allocate them to whatever
skills best fit your character’s background and personality.
Table 4: Skills
OLD SKILL NEW MECHANIC
Appraise Knowledge (technology) (skill)
Astrogate Use Computer (skill)
Balance Acrobatics (skill)
Bluff Deception (skill)
Climb Climb (skill)
Computer Use Use Computer (skill)
Craft Mechanics (skill) or Knowledge (technology) (skill)
Demolitions Mechanics (skill) and Demolitionist (talent: soldier)
Diplomacy Persuasion (skill)
Disable Device Mechanics (skill)
Disguise Deception (skill)
Entertain Persuasion (skill)
Escape Artist Acrobatics (skill)
Forgery Deception (skill)
Gamble Gambler (talent: scout)
Gather Information Gather Information (skill)
Handle Animal Persuasion (skill) or Knowledge (life sciences) (skill)
Hide Stealth (skill)
Intimidate Persuasion (skill)
Jump Jump (skill)
Knowledge (alien species) Knowledge (life sciences) (skill) or Knowledge (social sciences) (skill)
Knowledge (archaeology) Knowledge (galactic lore) (skill) or Knowledge (social sciences) (skill)
8 Knowledge (architecture) Knowledge (technology) (skill)
Knowledge (astronomy) Knowledge (physical sciences) (skill)
Knowledge (biology) Knowledge (life sciences) (skill)
Knowledge (bureaucracy) Knowledge (bureaucracy) (skill)
Knowledge (business) Knowledge (bureaucracy) (skill)
Knowledge (chemistry) Knowledge (physical sciences) (skill)
Knowledge (engineering) Knowledge (technology) (skill)
Knowledge (forensics) Knowledge (physical sciences) (skill)
Knowledge (genetics) Knowledge (life sciences) (skill)
Knowledge (geography) Knowledge (galactic lore) (skill)
Knowledge (history) Knowledge (galactic lore) (skill)
Knowledge (Jedi lore) Knowledge (galactic lore) (skill)
Knowledge (medicine) Knowledge (life sciences) (skill)
Knowledge (physics) Knowledge (physical sciences) (skill)
Knowledge (politics) Knowledge (social sciences) (skill) or Knowledge (bureaucracy) (skill)
Knowledge (streetwise) Knowledge (bureaucracy) (skill) or Knowledge (social sciences) (skill)
Knowledge (tactics) Knowledge (tactics) (skill)
Knowledge (technology) Knowledge (technology) (skill)
Knowledge (wilderness lore) Knowledge (life sciences) (skill) and/or Survival (skill)
Knowledge (world lore) Knowledge (galactic lore)
Listen Perception (skill)
Move Silently Stealth (skill)
Pilot Pilot (skill)
Profession n/a
Read/Write Language Linguist (feat)
Repair Mechanics (skill)
Table 4: Skills (Cont.)
OLD SKILL NEW MECHANIC
Ride Ride (skill)
Search Perception (skill)
Sense Motive Will Defense and/or Perception (skill)
Sleight of Hand Deception (skill)
Speak Language Linguist (feat)
Spot Perception (skill)
Survival Survival (skill)
Swim Swim (skill)
Treat Injury Treat Injury (skill)
Tumble Acrobatics (skill)
OLD FORCE SKILL NEW MECHANIC
Affect Mind Mind trick (Force power)
Battlemind Battle strike (Force power)
Drain Energy n/a
Empathy Force Perception (talent: Force) and/or Force Persuasion (talent: Jedi)
Enhance Ability n/a
Enhance Senses Use the Force (skill) and/or Force Perception (talent: Force)
Farseeing Farseeing (Force power)
Fear Mind trick (Force power)
Force Defense Rebuke (Force power)
Force Grip Force grip (Force power)
Force Lightning Force lightning (Force power)
Force Stealth Clear Mind (talent: Jedi) 9
Force Strike Force slam (Force power) and/or Force thrust (Force power)
Friendship Force Persuasion (talent: Jedi) and/or Charm Beast (talent: Dathomiri Witch)
Heal Another Vital transfer (Force power)
Heal Self Vital transfer (Force power)
Illusion n/a
Move Object Move object (Force power)
See Force Use the Force (skill)
Telepathy Use the Force (skill)
Table 5: Feats
OLD FEAT NEW MECHANIC
Acrobatic Skill Focus (Acrobatics) (feat)
Advanced Martial Arts Martial Arts III (feat)
Alertness Skill Focus (Perception) (feat)
Ambidexterity Dual Weapon Mastery I (feat)
Armor Proficiency (heavy) Armor Proficiency (heavy)
Armor Proficiency (light) Armor Proficiency (light)
Armor Proficiency (medium) Armor Proficiency (medium)
Armor Proficiency (powered) n/a
Athletic Skill Focus (Climb) and/or Skill Focus (Jump)
Blind-Fight Keen Shot (talent: scout)
Cautious Skill Focus (Mechanics) (feat)
Cleave Cleave (feat)
Combat Expertise Melee Defense (feat)
Combat Reflexes Combat Reflexes (feat)
Defensive Martial Arts n/a
Dodge Dodge (feat)
Endurance Endurance (skill)
Exotic Weapon Proficiency Exotic Weapon Proficiency (weapon) (feat) or Weapon Proficiency (lightsabers) (feat)
Fame n/a
Far Shot Far Shot (feat)
Force-Sensitive Force Sensitivity (feat)
10 Frightful Presence n/a
Gearhead Skill Focus (Mechanics) (feat)
Great Cleave Great Cleave (feat)
Great Fortitude Improved Defenses (feat)
Headstrong n/a
Heroic Surge n/a
Improved Bantha Rush Bantha Rush (feat)
Improved Critical Triple Crit (feat)
Improved Disarm Improved Disarm (feat)
Improved Initiative Initiative (skill)
Improved Martial Arts Martial Arts II (feat)
Improved Trip Trip (feat)
Improved Two-Weapon Fighting Dual Weapon Mastery III (feat)
Infamy n/a
Influence Connections (talent: noble)
Iron Will Improved Defenses (feat)
Lightning Reflexes Improved Defenses (feat)
Low Profile n/a
Martial Arts Martial Arts I (feat)
Mimic Skill Focus (Deception) (feat)
Mobility Mobility (feat)
Multishot Burst Fire (feat)
Nimble Skill Focus (Acrobatics) (feat) or Skill Focus (Deception) (feat)
Persuasive Skill Focus (Deception) (feat) or Skill Focus (Persuasion) (feat)
Point Blank Shot Point Blank Shot (feat)
Power Attack Power Attack (feat)
Precise Shot Precise Shot (feat)
Table 5: Feats (Cont).
OLD FEAT NEW MECHANIC
Quick Draw Quick Draw (feat)
Quickness Toughness (feat)
Rapid Shot Rapid Shot (feat)
Rugged Skill Focus (Survival) (feat)
Run Run (talent: scout)
Sharp-Eyed Skill Focus (Perception) (feat)
Shot on the Run Running Attack (feat)
Skill Emphasis Skill Focus (feat)
Spacer Skill Focus (Pilot) (feat)
Spring Attack Running Attack (feat)
Stamina Extra Second Wind (feat)
Starship Dodge Vehicle Dodge (feature: ace pilot)
Starship Operation Vehicular Combat (feat)
Steady Skill Focus (Acrobatics) (feat)
Stealthy Skill Focus (Stealth) (feat)
Sunder n/a
Surgery Skill Focus (Treat Injury) (feat)
Toughness Improved Damage Threshold (feat)
Track Expert Tracker (talent: scout)
Trick Skill Focus (Deception) (feat)
Trustworthy Skill Focus (Persuasion) (feat) or Skill Focus (Gather Information) (feat)
Two-Weapon Fighting Dual Weapon Mastery II (feat)
Weapon Finesse Weapon Finesse (feat) 11
Weapon Focus Weapon Focus (feat)
Weapon Group Proficiency (blaster pistols) Weapon Proficiency (pistols) (feat)
Weapon Group Proficiency (simple) Weapon Proficiency (simple) (feat)
Weapon Group Proficiency (blaster rifles) Weapon Proficiency (rifles) (feat)
Weapon Group Proficiency (vibro weapons) Weapon Proficiency (advanced melee weapons) (feat)
Weapon Group Proficiency (heavy weapons Weapon Proficiency (heavy weapons) (feat)
Weapon Group Proficiency (slugthrowers) Weapon Proficiency (pistols) (feat) and Weapon Proficiency (rifles) (feat)
Weapon Group Proficiency (vehicle Weapon Proficiency (heavy weapons) (feat)
weapons)
Whirlwind Attack Whirlwind Attack (feat)
Zero-G Training Spacehound (talent: scoundrel)
OLD FORCE FEAT NEW MECHANIC
Alter Use the Force (skill)*
Attuned Equilibrium (talent: Force)
Aware Improved Sense Force (Force technique)
Burst of Speed Surge (Force power)
Compassion Vital transfer (Force power)
Control Use the Force (skill)*
Dissipate Energy Negate energy (Force power)
Focus Disciplined Strike (talent: Force)
Force Flight Flight (talent: Dathomiri Witch)
Force Mastery Quicken Power (Force secret)
Force Mind Battle Meditation (talent: Jedi)
Force Speed Surge (Force power)
Force Whirlwind Improved Move Light Object (Force technique)
High Force Mastery Force Point Recovery (Force technique)
Table 5: Feats (Cont).
Improved Force Mind Battle Meditation (talent: Jedi)
Knight Defense Lightsaber Defense (talent: Jedi)
Knight Mind Battle Meditation (talent: Jedi)
Knight Speed Surge (Force power)
Lightsaber Defense Lightsaber Defense (talent: Jedi)
Link Improved Telepathy (Force technique)
Malevolent Telekinetic Power (talent: Force)
Master Defense Lightsaber Defense (talent: Jedi)
Master Mind Battle Meditation (talent: Jedi)
Master Speed Surge (Force power)
Mettle Battle strike (Force power) or rebuke (Force power)
Mind Trick Mind trick (Force power)
Rage Dark rage (Force power)
Sense Use the Force (skill)*
* Optionally, you might take a talent from the Force talent tree of the same name (Alter, Control, Sense).

Autofire Capability
Equipment Most weapons are single-shot only. Rifles with a multifire setting will
Like everything else, equipment usually works similarly to how it did
have single-shot and autofire capability in the new rules. Any weapon
before, but there are a few significant exceptions.
with an autofire setting in the old rules will be an autofire-only weapon
in the new rules.
Weapons
The primary things you’ll need to adjust with weapons are range, Threat Range
translating multifire/autofire into the new rules, and (occasionally) Note that all weapons inflict critical hits at the same rate in the new
12 changing damage dice. rules, so the critical threat range in the previous rules is not used.
Range Damage
Ranged weapons have their range determined by their weapon group. In Damage dice are the same, with a few exceptions:
addition, they may have the accurate/inaccurate quality, depending on Explosives: Grenades, thermal detonators, and the like no longer
their range increments (see Table 6: Accurate and Inaccurate Weapons have a bonus after their damage dice (for example, 4d6+1 is now 4d6).
by Range Increment). Other explosive weapons, such as missile launchers and flechette
Exotic Weapons: To determine the range for an exotic weapon, launchers, have d6 damage dice. Figure the weapon’s maximum damage
compare it to the most similar weapon to determine what range group it and divide by 6, rounding down, to determine the number of damage
should use. For example, a Medium-size weapon with a stock is probably dice.
most similar to a rifle, while a Large shoulder-fired weapon is probably Example: A DF-D1 flechette launcher deals 5d8 points of damage.
most similar to a heavy weapon. Determine the accurate or inaccurate Its maximum damage is 40; dividing by 6 and rounding down, we get 6.
quality as described above. Thus, in Saga Edition, the DF-D1 deals 6d6 points of damage.

Table 6: Accurate and Inaccurate Weapons


by Range Increment
WEAPON GROUP INACCURATE ACCURATE
Heavy 60 m or less 120 m or more
Pistols 8 m or less 12 m or more
Rifles 20 m or less 40 m or more
Simple 4 m or less 12 m or more
Thrown 2m 6 m or more
Blasters: All blasters deal 3 dice of damage. Add the weapon’s Armor
maximum damage to its minimum damage, and look up the result on the Armor works differently in Saga Edition, providing a bonus to Reflex
following chart: Defense (and sometimes Fortitude Defense) instead of Damage
Reduction.
MAX DAMAGE NEW DICE Armor Bonus to Reflex Defense: The armor bonus to Reflex Defense
12 or less 3d3 is equal to the armor’s previous Damage Reduction. Add +1 to the armor
13–18 3d4 bonus if the suit had a DR of 3 or more, add +2 to the armor bonus if
19–24 3d6 the suit had a DR of 5 or more, and add +3 to the armor bonus if the
suit had a DR of 7 or more.
25–30 3d8 Equipment Bonus to Fortitude Defense: Most full-body armor (that
31–36 3d10 is, covering the whole body, including the head and face) provides an
37 or more 3d12 equipment bonus to Fortitude Defense. This bonus is +1 for an armor
bonus of +4 or less, +2 for an armor bonus of +5 to +8, +3 for an armor
Example 1: An A-280 blaster rifle deals 3d8+3 points of damage. Its bonus of +9, and +4 for an armor bonus of +10.
maximum damage is 27, and its minimum damage is 6, yielding a total Maximum Dex Bonus: Most armor has a Max Dex Bonus equal to
of 33. According to the chart, the A-280 blaster rifle deals 3d10 points (12 – armor bonus)/2, rounded down.
of damage in the new rules.
Example 2: A DY-225 heavy blaster deals 3d8–2 points of damage. Other Equipment
Its maximum damage is 22, and its minimum damage is 1, yielding a With few exceptions, equipment will work as written in the new rules,
total of 23. According to the chart, the DY-225 heavy blaster deals 3d6 but devices that provide an equipment bonus of greater than +2 should
points of damage in the new rules. be very rare. In these cases, consider alternatives that reduce penalties
Slugthrowers and Powered Melee Weapons: All slugthrowers and or add capabilities instead of adding bonuses.
powered melee weapons deal 2 dice of damage. Add the weapon’s For example, a camouflage poncho might grant the ability to have
maximum damage to its minimum damage, and look up the result on the concealment as long as you are in the poncho’s designated terrain type
following chart: and you are either prone or adjacent to an object that would grant
concealment or cover. Camo scout armor might do the same thing in any
MAX DAMAGE NEW DICE terrain. A shadowsuit might take this a step further and allow the
wearer to reroll Stealth checks (keeping the second result, even if it is
7 or less 2d3
worse).
8–11 2d4 Electronic Devices: Most electronic devices that provide a skill bonus
12–15 2d6 have an Intelligence of 10 + (2 × bonus), but very simple electronic 13
16–19 2d8 devices—that is, those that don’t provide a skill bonus—usually have an
Intelligence of 1.
20–23 2d10
24 or more 2d12
Vehicles and
Example 1: A great force pike deals 3d8 points of damage. Its
maximum damage is 24, and its minimum damage is 3, yielding a total
Starships
Converting vehicles and starships can be a little tricky because you need
of 27. According to the chart, a great force pike deals 2d12 points of to determine statistics in a particular order. Follow the guidelines below
damage in the new rules. in the order listed.
Example 2: A vibrorapier deals 2d6+2 points of damage. Its Size: A vehicle’s new size is based on its old size (in character,
maximum damage is 14, and its minimum damage is 4, yielding a total starship, or station scale), as shown on Table 7: Vehicle Sizes. You’ll need
of 18. According to the chart, a vibrorapier deals 2d8 points of damage this when recalculating Reflex Defense.
in the new rules. Speed: A vehicle’s speed is determined by its maximum velocity (in
Nonpowered Weapons: All other nonpowered weapons should only km/h). Generally, capital ships (that is, anything of Colossal [frigate] or
deal a single die of damage. Add the weapon’s maximum damage to its greater size) do not have a character-scale speed rating. At this 1.5-
minimum damage, and look up the result on the following chart: meter-square scale, they don’t move around on battlefields—they are
battlefields.
MAX DAMAGE NEW DICE
4 or less 1d3 MAX VELOCITY SPEED*
5–6 1d4 less than 10 km/h 2 squares
7–8 1d6 10–29 km/h 4 squares
9–10 1d8 30–99 km/h 6 squares
11–12 1d10 100–299 km/h 8 squares
13 or more 1d12 300–999 km/h 12 squares
1,000 km/h or more 16 squares
* Reduce speed by one step for walkers of Gargantuan or greater size.

Maximum velocity itself does not change.


Speed (starship scale): For airspeeders and starships with a Constitution: Any living vehicle (such as Yuuzhan Vong technology)
maximum velocity rating (in km/h), determine the vehicle’s speed in will have a Constitution equal to its Strength score. This doesn’t affect
space using the following chart: hit points or Fortitude save, but it can be useful for determining if a
coralskipper or another living vehicle dies after being reduced to 0 hit
MAX VELOCITY SPEED (IN SPACE) points. Living vehicles automatically have all appropriate environmental
less than 800 km/h 1 square immunities. For example, a coralskipper is not subject to vacuum,
atmospheric, or radiation hazards because it is a starship designed to
800–949 km/h 2 squares
function in such hostile environments.
950–1,049 km/h 3 squares All nonliving vehicles (that is, the vast majority of Star Wars
1,050–1,199 km/h 4 squares technology) have no Constitution score at all.
1,200–1,299 km/h 5 squares Dexterity: There is no direct analog to a vehicle’s Dexterity in the
previous rules. Use the guidelines below to estimate a vehicle’s Dexterity,
1,300 km/h or more 6 squares
picking a specific value in the listed range based on how that vehicle
compares with others. When in doubt, give the vehicle the minimum
If a starship does not have a maximum velocity rating, its new speed
Dexterity in a given range.
in space is equal to 1/2 its space speed in the previous rules.
A vehicle shouldn’t have a Dexterity score below 10 unless it is an
Hit Points: Hit points are determined by the vehicle’s previous Hull
immobile space station.
Points. The exact formula is determined by the vehicle’s class (starship
vs. vehicle) and its previous Hull Points.
DEXTERITY VEHICLE
Starship with 200 or more Hull Points: Hit points = Hull Points × 3.
Starship with less than 200 Hull Points: Hit points = Hull Points. 10–13 Most freighters, dreadnoughts, heavy walkers
Other vehicle (including airspeeders): Hit points = Hull Points × 2. Most cruisers, most frigates, armed transports,
Damage Reduction: A vehicle’s damage reduction is determined by 14–16 heavy bombers, light walkers, heavy
its size: up to Large, DR 5; Huge or Gargantuan, DR 10; Colossal or repulsorlift vehicles
Colossal (frigate), DR 15; Colossal (cruiser) or greater, DR 20. Ground Corvettes, most starfighters, light repulsorlift
17–19
vehicles with 150 or more hit points add an additional +5 to their DR vehicles
(maximum DR 20). Superiority fighters, combat airspeeders, older
Shield Rating (SR): A vehicle’s SR is equal to its Shield Points / 2, 20–23
speeder bikes
rounding down to the nearest multiple of 5.
24–26 Most speeder bikes, swoops, interceptors
Strength: A starship’s Strength is determined by its hit points and
size (both determined above). A vehicle’s strength is determined by its
14 Intelligence: A vehicle’s Intelligence score is generally 10 + the best
hit points only.
fire control bonus of all its weapons. For relatively modern vehicles with
Starship, Colossal (station): Strength = 98 + (hit points/75).
sophisticated on-board computers (that is, almost everything in the Star
Starship, Colossal (cruiser): Strength = 74 + (hit points/75).
Wars galaxy, except vehicles from underdeveloped planets), the
Starship, Colossal (frigate): Strength = 50 + (hit points/75).
minimum Intelligence should be 12 for ground vehicles and 14 for
Starship, Colossal or less: Strength = 26 + (hit points/7.5).
airspeeders and starships.
Other vehicle, 100 or more hit points: 18 + (hit points/10).
Other vehicle, less than 100 hit points: 10 + (hit points/5).

Table 7: Vehicle Sizes


CHARACTER SIZE STARSHIP SIZE STATION SIZE NEW SIZE SIZE MODIFIER
Fine — — Fine +10
Diminutive — — Diminutive +5
Tiny — — Tiny +2
Small — — Small +1
Medium — — Medium –0
Large Fine — Large –1
Huge Diminutive — Huge –2
Gargantuan Tiny — Gargantuan –5
Colossal Small Fine Colossal –10
— Medium Diminutive Colossal (frigate) –10
— Large Tiny Colossal (frigate) –10
— Huge Small Colossal (frigate) –10
— Gargantuan Medium Colossal (cruiser) –10
— Colossal Large Colossal (cruiser) –10
— — Huge Colossal (station) –10
— — Gargantuan Colossal (station) –10
— — Colossal Colossal (station) –10
Weapons: Damage for starship weapons stays the same as in the Base Attack Bonus: All creatures now have a base attack bonus
previous rules. For other vehicles, weapon damage will change equal to their level × 3/4. This will decrease the base attack bonus for
depending on the die type used: predators but increase it for herd animals and parasites.
Damage #d10: New damage is #d10×2. Size: Creatures’ sizes stay the same, but the size bonuses have
Damage #d8: New damage is #d10. changed, and size bonuses are no longer added to attack bonuses. Use
Any other damage dice: No change except for dropping any the following chart to adjust the creature’s Reflex Defense and attack
modifiers (for example, 4d6+1 becomes 4d6). bonuses:
Autofire: Turbolasers, heavy cannons, single laser cannons (that is,
those that aren’t fire-linked, double cannons, or quad cannons), ion SIZE REFLEX DEFENSE ATTACK BONUS
cannons, tractor beams, and missile/torpedo/grenade launchers are
Colossal –2 +8
single-shot only. All other vehicle weapons have autofire capability.
Capital Ships: Capital ships have half as many batteries (round Gargantuan –1 +4
down) as in the previous rules. This accounts for the lack of fire arcs and Huge n/a +2
the somewhat messy issue of batteries, which had a different meaning
in the older d6 version of the game than in the later d20 versions. Large n/a +1
Grapple: A vehicle’s grapple modifier is equal to its pilot’s base Medium n/a n/a
attack bonus + the vehicle’s Strength modifier + the vehicle’s special Small n/a –1
size modifier (Large +5, Huge +10, Gargantuan +15, Colossal +20,
Colossal [frigate] +25, Colossal [cruiser] +30, Colossal [station] +35). Tiny n/a –2
Armor Bonus: A vehicle’s armor bonus is determined by its hit Diminutive +1 –4
points, class, and size.
Fine +2 –8
Starship with 200 or more hit points: Armor bonus is equal to hit
points/500 – size modifier, rounded down. For example, a Colossal
Natural Attacks: A creature’s natural attacks should be changed to
(frigate)-sized starship with 1,000 hit points would have an armor bonus
match the description in the Saga Edition rulebook, pages 274–275.
of +12 (1,000/500 is equal to 2, and 2 minus –10 is equal to 12).
Note that a creature adds double its Strength modifier to its damage if it
All other vehicles: Armor bonus is equal to hit points/50 – size
has only one type of natural attack, and beasts no longer take a penalty
modifier, rounded down.
for using secondary natural attacks.
Reflex Defense: The vehicle’s Reflex Defense is equal to 10 + size
Natural Armor: Creatures have natural armor equal to that listed in
modifier + armor bonus (or pilot’s heroic level) + Dexterity bonus.
the old rules or their beast class level, whichever is less.
Fortitude Defense: The vehicle’s Fortitude Defense is equal to 10 +
Defenses: Creature’s defense scores are equal to 10 + the relevant
its Strength bonus (or Constitution bonus, for living vehicles). 15
ability modifier (Dexterity for Reflex Defense, Constitution for Fortitude
Damage Threshold: Damage threshold is equal to Fortitude Defense
Defense, and Wisdom for Will Defense). If the creature has natural
+ special size modifier (Large +5, Huge +10, Gargantuan +20, Colossal
armor, add its value to its Reflex Defense.
+50, Colossal [frigate] +100, Colossal [cruiser] +200, Colossal [station]
Damage Threshold: Creatures’ damage thresholds are equal to their
+500).
Fortitude Defense, plus a bonus for creatures of greater than Medium

Creatures size: Large, +5; Huge, +10; Gargantuan, +20; Colossal, +50.
Speed: Adjust a creature’s speed as described under Species (page 2
While most of the guidelines under Species, Skills, and Feats apply to of this document).
creatures, the following tips will make conversion a little easier. Skills: Adjust a creature’s species bonus to different skills as
Class and Level: All creatures convert their existing class and level described under Species (page 2). In addition, you may convert a skill
into levels of the beast class. bonus into a bonus trained skill. Normally, most beasts will have only
Hit Points: Creatures’ hit points are equal to their vitality points, and one trained skill.
their hit points and base attack bonus may be adjusted upward or Other Abilities: Most special abilities can be used as written, but
downward depending on their class in the old rules. follow the guidelines under Species (page 2) for converting anything
unusual.
CREATURE CLASS HIT POINTS
Herd animal +(2 × level)
Parasite +(1 × level)
Predator no change
Scavenger +(1 × level)
Vermin no change

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